Vegarlson: The Terrene Rift

Please post any feedback, bugs, etc. regarding Vegarlson: The Terrene Rift. There are 2 versions of this zone, [Solo] and [Event Heroic]. In your posts, please be sure to call out which version of the zone you are discussing.

This zone felt way over tuned. We ran the Doomfire EH previous to this zone and it seemed manageable for some groups but this one I do not see pugs or normal groups completing in its current form. Not sure if it was intended but this was t2 resolve for 1058 vs Doomfire's eh having t1 resolve check of 890 for named. The first area with the re-spawning adds had too fast of a re-spawn imo. We spent a solid chunk of time pushing our way though them just trying to get to the basilisk mobs to spawn the first named. Part of the problem is that each little wisp adds to the stacking buff that they get so you have to pull a few at a time only or heals become impossible. Once we finally did get the named spawned the adds that kept re-spawning ended up causing a wipe due to too many stacks. We cleared back to the named and pulled him to a further location and were able to take him down but it was a long burn. our group wide dps was only 946mil. 5x lower than doomfire. (we had testing gear on so it was not a resolve issue.) I would remove the re-spawn on the trash mobs to mitigate adds during the named fights and adjust Krogrock the Earthcrasher's mit or pot mit or whatever down some. I am not saying this zone should be faceroll levels especially if its meant to be t2 but assuming the beta gear accurately scales to similar heroic gear that would let you enter this zone there is no chance a group that isn't raid geared will clear this zone.

The 2nd named - Izanahm the Urooted area and named was similar situation to the first. The encounter itself is fun and interesting but it was painfully long - 7:44second duration on kill time. part of the issue on this one was that the adds on either side of the tower kept regrowing and running in to help the named. so we constantly had 2-3 adds on use with the named. which made healing very hard for our healer. the named spawned when 3 or 4 adds died on either side and 3 on each side was still remaining. not sure if that is intended but could be part of why they kept coming back and attacking us. I could see needing to clear all of them pre named pull or killing enough to have a space to fight the named. but them running in constantly would make this fight extremely hard for normal groups. our group wide dps on this one was 1.9billion.

3rd named at the top of the tower, i just have a terrak mudflapper (aviak adds on the pyramid) as the name in act. This fight seemed interesting. problems that we faced where similar to others again. we had to pull the named with 4-5 trash aviak mobs which started the encounter with 5 stacks of the bad det. I think it is probably doable to carefully clear the aviaks pre pull but they kept respawning the full tower after each wipe. the named fight itself also has a mechanic that causes a knock up, and a seperate knock back with a stun. this wiped us a few times bc the tank would get kb and then stunned and not able to block the needed ability with bulwark. id suggest allowing tanks to be immune to the stun effect of the 2nd knock back. also same as first 2 the mob had way overtuned hp or mit. my guess is mit since again our groups dps was 2billion on our longest pull of 1min40sec but half of that included the aoe burn of the adds at the top. i believe at this point the named was around 85% hp so this would have been another very long fight.

I did like the zone itself and the encounters would be challenging and enjoyable with a few adjustments. if this zone is meant to be t2 resolve check and meant for strong guild groups the named fights do not need a large nerf to hp pools/mit. please consider the respawning adds though its makes the zone one that we would cringe at running often.

Thanks for the detailed and constructive feedback, Talduke! I had run this zone earlier in the day with a group and many of the issues you described should now be addressed as of today's update. For instance, the temple foliage and terrak mudflappers will no longer respawn (mudflappers closest to Mudmartigan still do, however). Mini steps will be added to each corner of each level of the pyramid. (That's an art update, so will take a couple days to reach beta.)

There's something you can do to keep the adds at bay during the Izanahm encounter.

Mudmartigan's stun should be resistable. If not, I'll get that fixed. Thanks!